“Virtual unreality”: unreal augmentation of perception and action must fit the task to be beneficial

“Unreal” augmentations of perception and action (e.g., looking through walls, flying) represent a distinctive design opportunity in Virtual Reality (VR), allowing users to transcend real-world limitations. Yet the conditions under which such augmentations yield positive experience remain unclear. In this study, we tested whether the experience of being augmented depends on compatibility with the given task. In a between-subject experimental vignette study (N = 120 experienced VR users), participants watched first-person videos in one of three conditions: (1) reality-oriented object manipulation (control), (2) task-compatible augmentation (growing/shrinking), or (3) non-task-compatible augmentation (distant grasping). As expected, the augmentation-oriented design only led to a greater sense of augmentation when it was compatible with the task. In turn, the experience of augmentation was positively related to positive affect, need fulfillment, and hedonic quality. These findings suggest that unreal augmentations are beneficial, but only when the new abilities match the task.

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Publication Details

Journal
Frontiers in Virtual Reality
Published
2025-12-02
DOI
https://doi.org/10.3389/frvir.2025.1658463
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

“Virtual unreality”: unreal augmentation of perception and action must fit the task to be beneficial

Frontiers in Virtual Reality
Virtual Reality Applications and Impacts
article

“Virtual unreality”: unreal augmentation of perception and action must fit the task to be beneficial

article en

Abstract

“Unreal” augmentations of perception and action (e.g., looking through walls, flying) represent a distinctive design opportunity in Virtual Reality (VR), allowing users to transcend real-world limitations. Yet the conditions under which such augmentations yield positive experience remain unclear. In this study, we tested whether the experience of being augmented depends on compatibility with the given task. In a between-subject experimental vignette study (N = 120 experienced VR users), participants watched first-person videos in one of three conditions: (1) reality-oriented object manipulation (control), (2) task-compatible augmentation (growing/shrinking), or (3) non-task-compatible augmentation (distant grasping). As expected, the augmentation-oriented design only led to a greater sense of augmentation when it was compatible with the task. In turn, the experience of augmentation was positively related to positive affect, need fulfillment, and hedonic quality. These findings suggest that unreal augmentations are beneficial, but only when the new abilities match the task.

Frontiers in Virtual RealityVol. 6
University of Siegen (DE), Heinrich Heine University Düsseldorf (DE)
Openalex Percentile: Top 41%
Virtual Reality Applications and Impacts
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